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Players Being Rewarded For Leaving Asap In Defense Missions


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Does it bother anyone else that on defense missions like Sechura, most pug players always want to leave at wave 5 for the credit reward?

I feel they should be encouraged to go longer,

maybe they get the reward by staying till wave 10 or 15,

or perhaps increase the reward the further you go?

 

 

The current reward system doesnt really fit the way a defense mission should be played

 

Build a squad. Don't force people to play your way.

 

Here I'll teach you how in case you have no idea.

 

Step 1: Go to recruiting chat

 

Step 2: Type the name of the mission and the duration you want to play.

 

Step 3: Wait for PMs

 

Now was that so hard?

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What exactly do we need credits for anyway?  Players want platinum in trades, not credits.  Credits are for upkeep on Kubrows, buying blueprints in the market, making new gear, and fusing mods.  Nothing significant that credits have to be a rare commodity, and nothing that would unbalance the marketplace if someone spent their time farming it.  Why punish players who want to do a quick game for an easy 20k credits when it doesn't do anything other than letting them rank up one of their mods a couple times?

I agree that credits are not that big a deal, but there are quite a few people that disagree with use.  They tend to run a defense mission for 5 waves, leave, then run that same mission again.  It is just bad design and splits the base.

 

I am not suggesting that you force players to stay for longer.  I am saying that the reward should be given again every 5 waves maybe even in increasing amounts so that a credit farmer and other farmer's priorities line up.  If staying another 5 waves paid as much or more than "leaving and starting again" did then credit farmers would stick around for more than 5 waves, giving every one a better experience.

 

First 5 waves could pay out a base amount.  For argument sake, let's say 10,000 cred.  The each additional wave could pay out base pay + (base pay / 10 * number of waves).

 

Wave 5: 10,000 cred

Wave 10: 20,000 cred

Wave 15: 25,000 cred

That is 55,000 cred just for staying to wave 15.

 

Wave 40 alone would give you 50,000 cred.

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I agree that credits are not that big a deal, but there are quite a few people that disagree with use.  They tend to run a defense mission for 5 waves, leave, then run that same mission again.  It is just bad design and splits the base.

 

I am not suggesting that you force players to stay for longer.  I am saying that the reward should be given again every 5 waves maybe even in increasing amounts so that a credit farmer and other farmer's priorities line up.  If staying another 5 waves paid as much or more than "leaving and starting again" did then credit farmers would stick around for more than 5 waves, giving every one a better experience.

 

First 5 waves could pay out a base amount.  For argument sake, let's say 10,000 cred.  The each additional wave could pay out base pay + (base pay / 10 * number of waves).

 

Wave 5: 10,000 cred

Wave 10: 20,000 cred

Wave 15: 25,000 cred

That is 55,000 cred just for staying to wave 15.

 

Wave 40 alone would give you 50,000 cred.

 

 

Hm, that I can agree with.  Giving players more rewards for staying longer is a good idea, but getting upset at players who don't isn't.  That's the part I didn't like about OP's first post and any post that agrees with him.  It's not about staying longer for more rewards, it's about getting any rewards at all.  It's about assessing the risk.

 

Either I leave now and take the 20k I'm guaranteed to get along with any mods I've obtained at that point, or I go longer for better rewards, more money, and a chance at a void key or (in the case of void missions) a prime item.  Some opt for the early leave because it's a guaranteed win.  I'd rather not risk what I already have on the game deciding to spawn 50% more ancient healers than normal.

Edited by Aramanth
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You know how much it sucks to go there for Primary XP (which it's supposed to be used for) just so people can leave at Wave 5? Rank 5 and Below i understand the lack of Credit, but i see Rank 8+ doing this, they cannot be struggling that bad.

Mastery Rank and credits have nothing to do with each other anyways.

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Read my username and you'll rethink your post.

 

Oh, hahhahahahaha. Yeah, that's right, you guys don't get Kubrow and stuff yet. Hmm, I wonder if you'll ever get U14 at this rate? :)

 

Oh yeah, and feel lucky you haven't gotten U14 yet. It's been a whole seething mass of PitA for PC players. :)

Edited by CedarDpg
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Hm, that I can agree with.  Giving players more rewards for staying longer is a good idea, but getting upset at players who don't isn't.  That's the part I didn't like about OP's first post and any post that agrees with him.  It's not about staying longer for more rewards, it's about getting any rewards at all.  It's about assessing the risk.

 

Either I leave now and take the 20k I'm guaranteed to get along with any mods I've obtained at that point, or I go longer for better rewards, more money, and a chance at a void key or (in the case of void missions) a prime item.  Some opt for the early leave because it's a guaranteed win.  I'd rather not risk what I already have on the game deciding to spawn 50% more ancient healers than normal.

The problem is that, right now, there is no reason or incentive for them to stay past 5 waves.  I believe that is why the OP is upset, and that is reasonable. 

 

Giving better rewards if they chose to stay, but still letting people leave when they like, is the perfect solution. You would see less people leaving at wave 5, despite no rares dropping, no one taking significant damage, the pod never being touched, and the person that left just restarting the mission for another 5 waves just because that is the best way to farm creds currently.

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Ah, so we're going to make it more difficult to get credits and fusion mods then?   Players leave at wave 5 because they want to keep the rewards they've obtained to that point.  If they want to stay longer, they can.  

 

 
 

 

Yeah, you get the mod after paying plat and you level it up on your own time with credits you've earned from missions.  If players want to risk it by staying longer, that's their choice, but if they want to leave after wave 5 then I don't get the big deal.

 

You completely missed my point. You posted why do we need credits anyway. I gave you two examples of why. I mean if you took a low ranked mod to a T4S or T4D you would not be able to last or do any helpful damage You would in essence be a liability.

 

also to further my point on why credits are needed some blueprints cost 50k to get and another 5k in credits to build. hell the prime frames are15K for each part and another 25k to put it together.

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There's no reason not to leave after Wave 5.  If they offered better prizes in later waves, maybe it'd be worth staying, but defense on Pluto dropping Fast Hands and Ravage mods isn't incentive enough.

 

 

Half the time I go in there, there's some idiot in a Rhino suit that's come in there equipped only for Melee, so that kicks the +Rifle Kills XP bonus right in the nuts.

 

Then, flip a coin, there's a Nova slowing down the whole game with Molecular Prime.

 

Maybe there's an Ember there constantly running World on Fire and Fire Blast, which shoots the +Rifle Kills XP bonus in both knees.

 

 

What I am getting at here is that if you think people are "pugs" for bailing after the fulfill the minimum requirements for that mission, with circumstances like I mentioned frequently polluting the matches, then you're not seeing the whole picture.

 

That aside, nobody owes you anything in a random match; they don't owe you a resuscitation when you fall, they don't owe you success, they don't owe you more time and effort than what they're willing to put into the mission, and it's healthier for you if you realize that, internalize it, and stop being critical of randoms for not meeting your unreasonable expectations.  

 

If you want a quality group, recruit one.

Edited by (PS4)Hooligantuan
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...What?

 

Pug isn't even a bad term, seriously dude?  It's literally what they are, they're a "pickup group".  That's what pug means!

 

Edit:I still don't get all the lashing out and condescending attitudes the OP is getting.  He didn't even suggest anything that bad.  While I disagree on the notion that rewards should be moved to wave 10, the other suggestion isn't a bad one, there needs to be better rewards for taking the risk of going past wave 5.

Edited by UFOLoche
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There's no reason not to leave after Wave 5.  If they offered better prizes in later waves, maybe it'd be worth staying, but defense on Pluto dropping Fast Hands and Ravage mods isn't incentive enough.

 

 

Half the time I go in there, there's some idiot in a Rhino suit that's come in there equipped only for Melee, so that kicks the +Rifle Kills XP bonus right in the nuts.

 

Then, flip a coin, there's a Nova slowing down the whole game with Molecular Prime.

 

Maybe there's an Ember there constantly running World on Fire and Fire Blast, which shoots the +Rifle Kills XP bonus in both knees.

 

 

What I am getting at here is that if you think people are "pugs" for bailing after the fulfill the minimum requirements for that mission, with circumstances like I mentioned frequently polluting the matches, then you're not seeing the whole picture.

 

That aside, nobody owes you anything in a random match; they don't owe you a resuscitation when you fall, they don't owe you success, they don't owe you more time and effort than what they're willing to put into the mission, and it's healthier for you if you realize that, internalize it, and stop being critical of randoms for not meeting your unreasonable expectations.  

 

If you want a quality group, recruit one.

Do ye really have to kill with the rifle to get the bonus?

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What exactly do we need credits for anyway?  Players want platinum in trades, not credits.  Credits are for upkeep on Kubrows, buying blueprints in the market, making new gear, and fusing mods.  Nothing significant that credits have to be a rare commodity, and nothing that would unbalance the marketplace if someone spent their time farming it.  Why punish players who want to do a quick game for an easy 20k credits when it doesn't do anything other than letting them rank up one of their mods a couple times?

 

They're not just leaving for the money, they're leaving because they might've found some fusion mods, or got enough mods to rank up one of their other mods, or maybe they got that last level on a weapon they wanted, or they're calling the Stalker out while others are around so he's an easy kill and after the fifth wave there's no chance he'll show up, or they just wanted to complete the node so they can start extracting.  There's more to it than just leaving early for money.  Not everyone joins a defense mission to go past wave 5 just like not everyone joins a survival mission to go past 5 minutes.

 

Edit: Or is this because you're losing one more player making the next five waves that much more difficult?  Two things on that:

 

1. If you saw them choosing to opt out, why didn't you as well?

 

2. If you really want to last more than 10 waves on any defense mission, why are you doing PUGs when it's been established that isn't the best way to do end game?  Get a group from your clan, get your friends, anything but PUGs!

I wonder where this "punishment" is coming from. Where on earth are people reading "punishment" or getting that idea. I'd like to know which line dictates punish all evil quitters/doers. Mind pointing that out?

 

And do see if you see the word "reward" old chap...

 

"Punishment", I and so many others don't see it. Mind boggling, isn't it?

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You mean how you think it should be played.

Well, the way it should be played would be going further and further mounting all rewards including credit rewards or at the very least credit rewards.

 

Getting 20000 credits after 25 waves on Pluto is definitely the most stupidest thing anyone has ever seen. And well, whoever decides mission rewards(For alerts, invasion, infestation, everything except void and conflict) needs his head examined.

Edited by JacobLittle
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Well, the way it should be played would be going further and further mounting all rewards including credit rewards or at the very least credit rewards.

 

Getting 20000 credits after 25 waves on Pluto is definitely the most stupidest thing anyone has ever seen. And well, whoever decides mission rewards(For alerts, invasion, infestation, everything except void, conflict) needs his head examined.

 

Going past Wave 5 on Dark Sector Defenses doesn't yield anything for player who just wants credits. I go there for the exp mostly, but I can understand people not wanting to waste time just to be rewarded with a glorious Heated Charge.

 

The reward system for Defenses is just straight S#&$.

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You completely missed my point. You posted why do we need credits anyway. I gave you two examples of why. I mean if you took a low ranked mod to a T4S or T4D you would not be able to last or do any helpful damage You would in essence be a liability.

 

also to further my point on why credits are needed some blueprints cost 50k to get and another 5k in credits to build. hell the prime frames are15K for each part and another 25k to put it together.

 

 

Yeah, I missed the point.  Sorry :(  And you're right, without that large amount of credits a player can't keep up with higher ranked players because they can't fuse higher and higher ranked mods.  

 

 

So then why are we encouraging them to stay past wave 5 if it's too dangerous for them too?  It's better for them to pack up and leave on the waves they can do instead of losing it all on waves they can't.

 

 

I wonder where this "punishment" is coming from. Where on earth are people reading "punishment" or getting that idea. I'd like to know which line dictates punish all evil quitters/doers. Mind pointing that out?

 

And do see if you see the word "reward" old chap...

 

"Punishment", I and so many others don't see it. Mind boggling, isn't it?

 

 

"Punishment", as in getting upset that someone dared to leave a mission before everyone else did.  It's creating a gap between players like someone else mentioned just because someone wants to pick up their rewards and leave before it gets too dangerous for them to handle.  "Punishment", as in not being able to get rewards because they're being told to stay longer despite not physically being able to.   Getting into longer and longer defense (and survival and interception for that matter) requires "testing the waters", in that the player needs to go in for only a few rounds before they pull out with what they have, rank their mods, then go back in again and staying a little longer.  Eventually they'll be able to last as long as everyone else, but until then there's only so much they can actually do.  

 

Actually, I think your belittlement had more use of the word "punish" than what I said.

Edited by Aramanth
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Going past Wave 5 on Dark Sector Defenses doesn't yield anything for player who just wants credits. I go there for the exp mostly, but I can understand people not wanting to waste time just to be rewarded with a glorious Heated Charge.

 

The reward system for Defenses is just straight S#&$.

Well, you did repeat what i said but at least you get the idea that credit rewards need to scale as well as other rewards.

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So basically you want scaling rewards, 10k for wave 5, 25k for wave 10 and 50k for wave 15?

Not quite that extreme, but yes, that is what is wanted. 

 

Then what you want, sir, is to decide how other people spend their time in this game.

 

That's not something with which I am down.

 

 

It's one thing to better incentivize staying longer, and another entirely to spread out the existing reward scheme ostensibly to coerce other players to stay as long as you would prefer.

Edited by (PS4)Hooligantuan
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